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@gamedevindepth.bsky.social

Interviews, Documentaries, and Insights about Game Development, Videogame History, and Retrogaming. Curated by @attiliohimeki.bsky.social

31 Followers  |  60 Following  |  17 Posts  |  Joined: 18.07.2025
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Posts by (@gamedevindepth.bsky.social)

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Phantasy Star Online devs on the story, the graphics, and the angry fans that used to call the office We continue our retrospective interview series for the game’s 20th anniversary

This story is one of my favorite ever features I got to out together on one of my favorite games. My mission is to get #PSO (OG version) onto something modern. Follow @designroom.bsky.social for more shenanigans. www.polygon.com/interviews/2...

09.10.2025 20:33 β€” πŸ‘ 82    πŸ” 34    πŸ’¬ 5    πŸ“Œ 2
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Pelit | Alan Wake II on yksi Suomen kalleimmista kulttuurituotteista, ja siitÀ voi tulla Remedylle kultakaivos Perjantaina julkaistu Alan Wake II -peli on saanut kriitikoilta ylistystÀ. Osaketutkimusyhtiâ Inderes odottaakin pelin kehittÀjÀ Remedylle merkittÀvÀÀ kasvua ensi vuodelle.

Total budget for Remedy's Alan Wake 2 was reportedly $70 Millions, of which $20 Millions for Marketing.

Source: www.hs.fi/talous/art-2...

#gamedev #horror

04.10.2025 09:39 β€” πŸ‘ 9    πŸ” 2    πŸ’¬ 0    πŸ“Œ 1
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We've acquired the historic game magazine Computer Entertainer.

As in, we got the rights. We own the magazine. And we're putting it into the Creative Commons for anyone to use for free.

Learn more: gamehistory.org/computerente...

06.08.2025 14:00 β€” πŸ‘ 3835    πŸ” 1162    πŸ’¬ 44    πŸ“Œ 93

Hey! Any plans to extend shipping to the EU? I would love to order one from Germany

07.08.2025 17:57 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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A Retrospective: The Story of Retro Studios - IGN This is the story of Retro Studios, the acclaimed Texas-based developer behind the Metroid Prime titles. Within the span of seven years, this small developer not only breathed new life into one of Nin...

How did a studio in Texas end up working on one of #Nintendo most valuable IPs, #Metroid? This lengthy article from IGN, from 2004, covers the history of Retro Studios and Metroid Prime

www.ign.com/articles/200...

#gamedev #gamecube

06.08.2025 16:13 β€” πŸ‘ 6    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0

Somehow I never heard of it, looks great!

04.08.2025 19:09 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
PEOPLE:
- Takahiro Takayama. Physics Programming Lead for Tears of the Kingdom.

QUOTE: 
Takayama: A world with a high degree of freedom requires everything to be physics driven.

Every single thing [in Tears of the Kingdom] without exception is built with dynamic rigid bodies and constraints [instead of with kinematic rigid bodies].

And this is what allowed us to create a world in which players can freely translate their creativity and imagination into action without destroying the world.

PEOPLE: - Takahiro Takayama. Physics Programming Lead for Tears of the Kingdom. QUOTE: Takayama: A world with a high degree of freedom requires everything to be physics driven. Every single thing [in Tears of the Kingdom] without exception is built with dynamic rigid bodies and constraints [instead of with kinematic rigid bodies]. And this is what allowed us to create a world in which players can freely translate their creativity and imagination into action without destroying the world.

PEOPLE:
- Takahiro Takayama. Physics Programming Lead for Tears of the Kingdom.

QUOTE: 
Takayama: Take the wheel [Zonai component in Tears of the Kingdom]. It's comprised of three rigid bodies: the wheel, motor, and shaft. Instead of the shaft connecting directly with the wheel, it holds up the motor.

The torque from the motor transfers to the wheel's rigid body, causing it to rotate, and the friction between the ground and the wheel creates the driving force.

PEOPLE: - Takahiro Takayama. Physics Programming Lead for Tears of the Kingdom. QUOTE: Takayama: Take the wheel [Zonai component in Tears of the Kingdom]. It's comprised of three rigid bodies: the wheel, motor, and shaft. Instead of the shaft connecting directly with the wheel, it holds up the motor. The torque from the motor transfers to the wheel's rigid body, causing it to rotate, and the friction between the ground and the wheel creates the driving force.

Some Takayama quotes about how every object in Tears of the Kingdom is built with functional simulated physics, 2024

Source: Game Developers Conference (GDC)

#Zelda
#TearsoftheKingdomQuote
#TakayamaQuote

www.notion.so/5daa8b399c3d...

02.08.2025 21:09 β€” πŸ‘ 32    πŸ” 9    πŸ’¬ 1    πŸ“Œ 0
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The Story Of Jet Set Radio's Unexpected Journey From Dreamcast To Game Boy Advance "We ended up hacking the Dreamcast disc, because we couldn't get any actual assets."

The Story Of Jet Set Radio's Unexpected Journey From Dreamcast To Game Boy Advance.

01.08.2025 16:05 β€” πŸ‘ 20    πŸ” 9    πŸ’¬ 0    πŸ“Œ 1
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Saving Japan's Games - Kotaku A Tokyo non-profit organization is dedicated to preserving Japan’s earliest video games before they die. On a Sunday morning in September, Typhoon Talim

Wow, Kotaku is now actually readable on mobile devices again! A great time to revisit my feature on the Game Preservation Society.

kotaku.com/saving-japan...

01.08.2025 01:22 β€” πŸ‘ 38    πŸ” 5    πŸ’¬ 0    πŸ“Œ 0
Half-Life: 25th Anniversary Documentary
YouTube video by Valve Half-Life: 25th Anniversary Documentary

Developers from the original Half-Life team share insights about its history and development, in this documentary published on the game's 25th anniversary.

www.youtube.com/watch?v=TbZ3...

#gamedev #halflife #fps

28.07.2025 22:18 β€” πŸ‘ 7    πŸ” 4    πŸ’¬ 0    πŸ“Œ 0
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Resident Evil 2 – 1998 Developer Interview - shmuplations.com A neat "making of" documentary about George Romero's Resident Evil 2 commercial. β€”Were there any other movies you were inspired by? Mikami: Spielberg’s Jaws. I also saw this at the theatre when I was ...

Hideki Kamiya and Noboru Sugimura, Director and Screenwriter on Resident Evil 2, shares insights about the game, and what happened to Resident Evil 1.5.

shmuplations.com/residentevil2/

#gamedev #horror #residentevil

23.07.2025 21:40 β€” πŸ‘ 9    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
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The story of Phasmophobia: How The Witcher 3 inadvertently saved the ghost-hunting game that sold 25 million copies We travel to Phasmophobia creator Daniel Knight's house to talk near-misses, life-changing success, the film, and the game's biggest days being yet to come.

Daniel Knight, creator of indie hit Phasmophobia, talks about how the game came to be, and an unlikely source of inspiration, The Witcher 3.

www.eurogamer.net/the-story-of...

#gamedev #horror #indie

23.07.2025 21:35 β€” πŸ‘ 7    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
MercurySteam Interview -- Enric Álvarez on How the Studio Was Saved, Working with Nintendo, and More
YouTube video by DualShockers MercurySteam Interview -- Enric Álvarez on How the Studio Was Saved, Working with Nintendo, and More

Enric Álvarez, Owner and Game Director at Mercury Steam, tells us how a small Tech Demo, based on The Exorcist, led the studio to work on Castlevania, and later on Metroid.

www.youtube.com/watch?v=8r-2...

#gamedev #metroid #castlevania

23.07.2025 07:47 β€” πŸ‘ 6    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
Shinji Mikami, Part 1: The birth of the survival horror game
YouTube video by Archipel Shinji Mikami, Part 1: The birth of the survival horror game

In this 2 parts Documentary from Arcipel, Shinji Mikami talks about the origin of the Resident Evil series, what other games and films influenced him, and how he got his job at Capcom.

youtu.be/NKYX3GstHlw?...

#gamedev #residentevil #horror

22.07.2025 16:10 β€” πŸ‘ 7    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
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The Passion Behind Fatal Frame interview with Director Makoto Shibata and Producer Yutaka Fuyaka [...]

Project Zero/Fatal Frame Director Makoto Shibata, and Producer Yutaka Fuyaka, talk about the remaster of Mask of the Lunar Eclipse and the future of the series.

www.dreadxp.com/interview/th...

#gamedev #horror #projectzero #fatalframe

22.07.2025 11:03 β€” πŸ‘ 9    πŸ” 3    πŸ’¬ 1    πŸ“Œ 0
Post image Post image

Shigeru Miyamoto, along with developers from the original game, go through the history of the #Pikmin series, all the way to Pikmin 4, in this 3 parts Interview.

www.nintendo.com/us/whatsnew/...

#gamedev #nintendo #gamecube

21.07.2025 18:25 β€” πŸ‘ 16    πŸ” 5    πŸ’¬ 0    πŸ“Œ 0
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Ocarina of Time – 1999 Developer Interview - shmuplations.com In this Ocarina of Time interview, producer Shigeru Miyamoto's pontificates on the game's design choices, gameplay changes, and interactivity in 3D games.

Did you know that #Zelda Ocarina of Time was in development for 3 years?

In this Developer Interview from 1999, Shigeru Miyamoto talks about design choices, dev insights, and more about one of the best games ever.

shmuplations.com/ocarinaoftime/

#nintendo #gamedev #n64 #tloz

21.07.2025 14:40 β€” πŸ‘ 7    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
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Interview with: Daisuke Sato on the past and future of the Yakuza series β€’ JPGAMES.DE The English script.

In this interview from 2021, Daisuke Sato, former head of Ryu Ga Gotoku Studio, talks about the #Yakuza series, and how it became popular in the West.

jpgames.de/2021/02/inte...

#gamedev #sega #likeadragon

20.07.2025 19:05 β€” πŸ‘ 7    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
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Ikaruga – 2001/2002 Developer Interviews - shmuplations.com These two Ikaruga interviews (slightly edited to read as one) follow the evolution of Ikaruga’s design and gameplay. Iuchi also talks about its connection to Radiant Silvergun and Ikaruga’s reception ...

An interview about Ikaruga, one of my favourite games ever. It covers the early prototyping stages, design influences, and more.
shmuplations.com/ikaruga/

Make sure to support @shmuplations.bsky.social, they do incredible work.

#gamedev #retro #shmup

19.07.2025 13:54 β€” πŸ‘ 52    πŸ” 31    πŸ’¬ 0    πŸ“Œ 0
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Interview: "It Felt Very 'Computer-y' To Give English Names To Things" - Hitoshi Sakimoto On Creating His Famous 'Terpsichorean' Sound Driver "I’d get all excited just seeing something like 'syntax error' pop up on the screen"

Interview: "It Felt Very 'Computer-y' To Give English Names To Things" - Hitoshi Sakimoto On Creating His Famous 'Terpsichorean' Sound Driver. (Repost)

17.07.2025 20:50 β€” πŸ‘ 2    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
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The First Part Of Horror Game Docuseries 'Terrorbytes' Is Now Available For Free On YouTube "Enter the Survival Horror"

The First Part Of Horror Game Docuseries 'Terrorbytes' Is Now Available For Free On YouTube.

18.07.2025 10:30 β€” πŸ‘ 20    πŸ” 11    πŸ’¬ 0    πŸ“Œ 0
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Making Of/Things You Didn't Know - YouTube Incredible insights and anecdotes from the teams behind Rare classics over the years!

A documentary series from @rare.co.uk, covering influential titles such as Banjo-Kazooie, Perfect Dark, and Battletoads.

m.youtube.com/playlist?lis...

#gamedev #retro #n64

18.07.2025 14:04 β€” πŸ‘ 7    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
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Interview: Star Fox Programmer Dylan Cuthbert Reflects On Its 30-Year Legacy "The game really just clicked into place. Even Argonaut was surprised"

One of my favourite interviews. @dylancuthbert.bsky.social , Programmer on Star Fox and now President of Q Games, tells about the origin of the game, and how they convinced Nintendo to put the FX chip inside the SNES cartridges.

www.timeextension.com/features/int...

#gamedev #nintendo #retrogaming

18.07.2025 12:18 β€” πŸ‘ 7    πŸ” 4    πŸ’¬ 0    πŸ“Œ 0
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Ask the Developer Vol. 19: Donkey Kong Bananza β€” Part 1 - News - Nintendo Official Site This article has been translated from the original Japanese content. This interview was conducted before the game was released. In this 19th volume of Ask the Developer, an interview series in which d...

Kenta Motokura, Producer for Donkey Kong Bananza, shares design and technical insights in this 3 parts interview.

He previously directed Super Mario 3D World and Super Mario Odyssey, and worked on character designs for Donkey Kong Jungle Beat.

www.nintendo.com/us/whatsnew/...

#gamedev #nintendo

18.07.2025 10:36 β€” πŸ‘ 7    πŸ” 4    πŸ’¬ 0    πŸ“Œ 0